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Action functions

From ECWolf Wiki

The following are code pointers for use within DECORATE. If the name of a function below matches one found in ZDoom the behavior should be similar.

Contents

  • 1 Monster AI
  • 2 Generic monster attacks
  • 3 Sound functions
  • 4 Special actions
  • 5 Spawn functions
  • 6 State jumps
  • 7 Status changes
  • 8 Inventory functions
  • 9 Custom inventory functions
  • 10 Missile movement
  • 11 Weapon functions
  • 12 Weapon attack functions

Monster AI

  • A_AlertMonsters
  • A_Chase
  • A_FaceTarget
  • A_Look/A_LookEx

Generic monster attacks

  • A_CustomMissile
  • A_Explode
  • A_MeleeAttack
  • A_MonsterRefire
  • A_WolfAttack

Sound functions

  • A_ActiveSound
  • A_Pain
  • A_PlaySound
  • A_Scream

Special actions

  • A_BossDeath

Spawn functions

  • A_SpawnItem
  • A_SpawnItemEx

State jumps

  • A_Jump
  • A_JumpIf
  • A_JumpIfCloser
  • A_JumpIfInventory

Status changes

  • A_ChangeFlag
  • A_ChangeVelocity
  • A_Dormant
  • A_Fall
  • A_ScaleVelocity
  • A_SetTics

Inventory functions

  • A_GiveExtraMan
  • A_GiveInventory
  • A_TakeInventory

Custom inventory functions

  • A_Succeed
  • A_WeaponGrin

Missile movement

  • A_Stop

Weapon functions

  • A_Light
  • A_Light0
  • A_Light1
  • A_Light2
  • A_Lower
  • A_GunFlash
  • A_Raise
  • A_ReFire
  • A_WeaponReady
  • A_ZoomFactor

Weapon attack functions

  • A_CustomPunch
  • A_FireCustomMissile
  • A_GunAttack
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  • This page was last edited on 21 January 2023, at 03:52.
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